Professional Documents
Culture Documents
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IYADAI SHINJI
--:rs.:ated by Shiol] Kono
~ction by Thomas
Lamarre
Transformation of Semantics
in the History of Japanese
Subcultures since 1992
Editor's Introduction
A sociologist known for his work on pop culture phenomena and also some-
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MIYADAI SHINJI
order; "the age of dreams became "the age of future; "the age of fiction" became "the age of the self"; and I divided "the age of the selr into two periods
at the year 1996, when the series of Aum Shinriky6-related incidents came to
a close. The early period (prior to 1996) can be called "the age of Armageddon"
and the late period (post-1996) can be called "the age of post-Armageddon."
Let me explain the meaning of those terms as concisely as possible.
In "the age of ideals" or "the age of order," people evaluated reality by
referring to an "ideal order." Boys referred to the Great East Asia Coprosperity Sphere, an ideal order the size of a nation. Girls referred to a home with
TRANSFORMATION OF SEMANTICS
233
a "good wife, wise mother," an order the size of the family. There are differences, but the national order and the family order are complementary.
In the 1960s, however, the frame of reference in evaluating reality shifts
from an order to a future. Applying my analytical schema, sociologist Tsuji
Izumi argues that, in the shift from the age of order to the age of future,
the most important item for railway fans (tetsudo mania) changes from the
Superexpress Asia of the Manchurian Railroad to the Dream Superexpress
Hikari of the Japanese National Railroad, popularly known as the shinkansen
or "bullet train.'' 4 The Superexpress Asia embodied the lofty ideals of an empire, while the Dream Superexpress Hikari embodied progress toward a future in which flying vehicles travel in all directions. For the former, the frame
of reference is spatial; for the latter, it is temporal. These frames of reference
give a certain dynamism to semantics (imiron)-in other words, a motivation
to approach an ideal order or dream future.
"The age of order" tended to affirm the here-and-now, as it leads from the
family order to the national order. In "the age of future," however, the hereand-how tended to be negated, as something irrational in comparison to the
future. In fact, the 1960s were the age when, while people dreamt of a bright
future, negative news proliferated, such as scandals over industrial pollution,
tainted drugs, the depopulation of rural villages, and vanishing families. The
plot patterns of reading materials for youth also changed. In the age of order,
plots often involved heroes fighting against enemies that threatened the social order, but in the age of future, typical plots involved superior beings from
the future or outer space saving us from the irrationality of society.
The shift from order to future overlapped with the shift from empire to
science. Empire brings about order, while science brings about the future. But
after the Osaka Expo in 1970-an event carrying the banner of science (the
official slogan was "Progress and Harmony for Mankind")-the future that
was supposed to be bright began to fade. As Morikawa Kaichir6 notes, stereotypical images of the future, such as silver rockets being launched diagonally
across the sky or computer data reels spinning, began to fade rapidly after
1970. 5 Probably the biggest reason for this is that the society that was once
poor became affluent as, for example, consumer durable goods reached most
homes.
Now, what becomes the measuring stick for evaluating reality (the hereand-now), after order and then future fade? According to Mita, after an age
in which "reality" was opposed to "ideals," and then one in which it was opposed to "dreams," the age arose in which reality is opposed to "fiction." In
my schema, the measuring stick for evaluating reality shifted from order and
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MIYADAI SHINJI
then future to the self In other words, in my analysis, "the age of fiction"
amounts to "the age of the self." To be more precise, it is the possibility of the
homeostasis of the self that became the measuring stick for evaluating reality. In this age one utilizes anything-whether it is "reality" or "fiction"-in
order to achieve the homeostasis of the self. That is why it is called the age
of fiction.
TRANSFORMATION OF SEMANTICS
235
are no different from various otaku-like activities began to spread. I call this
"total otaku-ization."
The nanpa type is also called "the Shibuya type" and the otaku type is
also called "the Akiba (Akihabara) type." 8 Morikawa Kaichiro contrasted the
streets of Shibuya lined with buildings featuring large windows (inside are
fashionably dressed youths) and the streets of Akihabara with its windowless
buildings (inside is "another world" [isekai} inundated with character goods). 9
In Sabukaruchaa shinwa kaitai, I associated the nanpa type with "fictionalization of reality" or "dramatization"; and the otaku type with "real-ization of
fiction" or "transformation into another world.'' Morikawa's description is an
application of my description here. Along with Morikawa, I characterize the
nanpa type as those who receive reality with added value, and the otaku type
as those who receive fiction with added value.
In Figure 1, the third quadrant (the nanpa type) represents the semantics characterized by the "fictionalization of reality" and "dramatization.'' In
contrast, the fourth quadrant (the otaku type) represents the semantics characterized by the "real-ization of fiction" and "transformation into another
world.'' And because the difference between reality and fiction has been ftattened-the supremacy of reality has been lost-the distinction between fictionalization of reality and real-ization of fiction has lost its substance. This
is a major reason for the end of otaku discrimination. At the same time, the
concept of total otaku-ization-the idea that everyone is more or less otakubegan to spread. However, as I discussed just now, it is not that the otaku type
(the Akiba type) has approached the nanpa type (the Shibuya type); it is that
the nanpa type has lost its luster and therefore approached the otaku type. In
this sense, the fourth quadrant (the otaku type) expanded and superseded the
third quadrant (the nanpa type) and today's situation came about.
The second period of the age of the "self' began around 1996. Starting
around 1996, the "compensated dating" (enjo kosai) boom began to recede. 10
Concurrently, the idea that the nanpa types are cool began to fade; or rather,
the sense that they are painful to watch began to spread. One phenomenon
indicative of this shift was the ganguro boom among high school girls. 11
The biggest characteristic of this boom was high school girls' rejection of
the male sexual gaze through an intensification of make-up. In addition to
these changes, otaku, having discovered an opportunity for communication
through online services and the Internet, had their feeling of deprivation
lessened through "inclusion." Through such changes, otaku communications
shifted from the trivia competition to the play (or dalliance) of communication. Thus, otaku have been redeemed and no longer feel they have been
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MIVADAI SHINJI
IV: 1983-PRESENT
PASSIVE
I: LATE MEIJl-1950s
"Armageddon" motif
Armageddon~ escape from suffering/
agony
Postmodernization -+ devaluatio n
of the importance of 'sexuality"
NORMATIVE
COGNITIVE
(IDEALISTIC)
"Rebellious teenagers"
Deviation fro m wholesome youth culture
Distinctive statement of youngness
The consciousness on "sexuality'
"Self-consciousness'
From the notion of "us" to "me'
' Me" based on consumer societal
symbols
Prevalence of insecurity on "sexuality"
Ill: 1973-PRESENT
ACTIVE
II: 1950s-1970s
FIGURE 1. Historical transition of media communication and youth culture. Figure created by
Miyadai Shinji.
TRANSFORMATION OF SEMANTICS
237
from the nanpa-type culture that was expanding at the time. But, in fact, the
process by which the nanpa type and the otaku type bifurcated was a little
more complicated.
Contrary to what one may think, those who led the age of sex and stagesetting largely overlapped with those who started the trivia competition
about anime and manga. Indicative of this is the fact that many creators and
writers of pop song fan magazines (such as Yoiko no kayokyoku or Remember), which were launched one after another starting in 1976, were fans of
rock music just before. At the roots of both the nanpa type and the otaku
type were high school students of elite Tokyo private schools who began eyecatching behavior as "games no one else can keep up with."
In Sabukaruchaa shinwa kaitai, I called this early overlap of the nanpa type
and the otaku type "the proto-new homo sapiens," i.e., "the proto-otaku." Here
"the new homo sapiens" (shinjinrui) corresponds to the nanpa type. However,
in a later generation, the new homo sapiens (the nanpa type) and the otaku
began to bifurcate. Then, by 1983, the otaku culture became a refuge for those
who could not adjust to the nanpa culture, and younger generations began to
realize this.
One event indicative of this shift is the invention of the term "otaku" by
Nakamori Akio in 1983. This term became popularized after a suspect for the
serial murder and rape of young girls was arrested in 1989, but those familiar
with youth culture, for example marketers and magazine editors, had been
using the term "otaku" since 1983, and with derogatory connotations. From
the 1980s to the mid-199os, the nanpa type (new homo sapiens) were treated
as first-class citizens, while the otaku type were treated as second-class citizens. Otaku discrimination was particularly intense between 1989 (when the
serial murder suspect was arrested) and 1996 (when the compensated dating
boom was at its peak). Incidentally, 1995 was the year Japanese society was
shaken by the Aum Shinrikyo incidents.
It is no coincidence that the Aum Shinrikyo incidents took place at the
height of the age of otaku discrimination. There was a "new religion" boom
from around 1980 to 1995, the year of the Aum incidents. Aum Shinsen No
Kai, the parent organization of Aum, was established in 1984. But in 1980,
around the Kabuki-cha district of Shinjuku in Tokyo, there was a boom of
"nyu fUzoku," or new sex services employing female college or vocational
school students. The burusera boom and the compensated dating boom in the
1990s were extensions of this. In this sense, the period from 1980 to the mid199os was the "age of sexual love," as well as the "age of religion."
I discuss this situation in more detail in Sabukaruchaa shinwa kaitai. In
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MIYADAI SHINJI
:IT IS NO COINCIOE:NCE:
From the Early Period to the Late Period of the Age of the Self
To review, 1999 was a threshold between the sense that reality is weightier
than fiction and the otaku's redemption. This influenced the otaku type
TRANSFORMATION OF SEMANTICS
239
240
MIYADAI SHINJI
HOWeveR, AS A MeTHOD TO
messages, for example by pointing out
JUXTAPOSE: RE:AL-ITY AND FICTION
that the seemingly self-evident assumpAS FUNCTIONAL..L.Y E:QUIVAL-eNT
tion (the whole) is but something chosen by an individual (a part). This results
IRONY-THE: ACT OF "KICKIN6
in an increase in reflexivity. Reflexivity,
AWAY THE: t..ADDE:R" (OR
according to N.iklas Luhmann, is a situUN6ROUNDIN6) 9Y ASS16NIN6
ation where the presupposition for a
THe WHOt..e TO A PART-SPRE:ADchoice is something that has already
been chosen. 17
This kind of irony that increases reflexivity is an obsessive one, contrary
to the detached connotation of the word. Anyone who is familiar with the
communication mode of 2channel can attest to this. The participants on
2channel had no choice but to continue ironic communication for the homeostasis of the self, for self-defense.
In Kyoko no jidai no hate (1996, Beyond the age of fiction), Osawa Masachi suggests "ironical immersion" is a feature of "the age of fiction" in Mita's
schema (or "the age of the self" in mine). 18 He refers to Aum believers' behavioral patterns in which they say they are acting purposely (understanding
fully what they are doing), but in fact they are forced into a situation in which
they have to behave in this way. Osawa expands the scope of ironical immersion wrongly, failing to apply the concept correctly, but if we were to use the
concept correctly it would be as follows:
The presence of irony, in which the whole is relativized by being assigned
to a part, is a separate matter from the presence of obsession, in which one
is forced into using a certain mode of communication. Through theoretical
analysis we may find that irony is a necessary outcome of the functional
equivalence of reality and fiction, and obsession is a necessary outcome of
the need for the homeostasis of the self or self-defense. "Ironical immersion"
refers to the act of self-defense in the age in which reality and fiction became
functionally equivalent. In other words, to have no choice but to continue
making references to reflexivity because of the necessity for homeostasis to
maintain the fragile self: to say "This is all play" or "I know what I'm doing
but I dare do this,'' but to nevertheless sweat over the homeostasis of the self.
This is the correct image for ironical immersion.
Postmodern Reflexivity
As discussed earlier, the functional equivalence of "reality" and "fiction" is
expedient in terms of supplying the homeostasis of the self at a low cost. It
TRANSFORMATION OF SEMANTICS
241
would be wrong to think, however, that the demands for the homeostasis of
the self caused the fl.at juxtaposition of reality and fiction. Completely unrelated to the issue of the homeostasis of the self, the functional equivalence of
reality and fiction derives from postmodernity. To be more precise, it derives
from the "reflexive modernity" discussed by sociologist Anthony Giddens. 19
Postmodern society is a society in which universal systematization makes
it impossible to have the self-understanding that "we live in the life-world
and utilize the system only for the sake of convenience." Because of universal
systematization, we become aware that the life-world or we who live in it are
after all but the products of the system. Sociologist Max Weber defined modernization by generalizing the procedures that enable calculability. Based on
this definition, social scientist Jurgen Habermas called this domain ruled by
a procedure that enables calculability a system, and called the space not ruled
by this procedure the life-world. This much is well known.
But there is a problem beyond that. This is because "untainted nature"
is in fact only the result of human inaction (or action as inaction), of the act
of not touching-the life-world is also not untainted "native soil" (dochaku).
But for a while, we did not become aware of this and thought that we, living
in the life-world, were proactively and independently (shutaiteki ni) using the
system for the sake of convenience. This age is called modernity, as opposed
to postmodemity.
However, in the 1960s, as seen in philosopher Michel Foucault's critique
of Jean-Paul Sartre, the understanding that "freedom" and "subjectivity" are
but products of a structure or a system began to spread, first in the realms
of philosophy and thought. 20 Then in the 1970s, this understanding spread
more or less to the mass level, when it was widely depicted in novels and in
film, for instance. Thus, all constituents of society came to recognize that the
system provided each constituent with the idea of "one's true self." Spreading
was the recognition that, although we try to utilize the system to recover our
true selves, we have only false subjectivities, and the true subjectivities reside
on the side of the system. In short, it is the recognition that everything is
planned and enacted by the system.
Such a recognition has been popularized by the descriptions of economist
John Galbraith and sociologist Jean Baudrillard. It is not important whether
the description of oneself provided by the system is true or not. What is important is the fact that the self-description useful for the homeostasis of the
self has come to be offered by industrialized services, through advertising
or the discourses of counselors. Through these capitalist activities, the idea
of reflexivity, that "the presupposition for one's choice is itself something
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MIYADAI SHINJI
that has been chosen," became widely known. This is postmodemity. To put
it more simply, modem society is "bottomless" insofar as it does not have any
unchanging presuppositions, but postmodernity is the age in which many
people become aware of that fact.
Those critics who think that the difference is merely one of awareness
understand post~odernity as late modernity. Those thinkers who pay attention to the fact that such awareness drastically changes the semantics argue
that postmodernity is a stage that comes a~er modernity. In general, many
sociologists take the former position while many artists and creators take the
latter. Regardless, the "age of the self" is the "age of fiction" and at the same
time the "age of reflexivity." In science fiction since the 1950s, Ray Bradbury
and J. G. Ballard predicted that the future would be the age of the industrial
production of self-description. 21 And indeed their predictions came true. In
this sense, the way it turned out was not completely unexpected.
TRANSFORMATION OF SEMANTICS
243
people accepted this estimation. In this context, what is amazing with Aum
Shinrikyo is that, in trying to achieve the homeostasis of the self, they tried
to reset reality completely, rather than fiction, although that option was far
less cost-effective. In other words, it was not the Armageddon of the secondary reality but that of the
WITH THe DE:C&..INE: OP
primary reality that they conspired to bring. How
"ARMA6E:DDON" IN
could such a ridiculous leap or short-circuit become
THE: PRIMARY Rf:AL.ITY,
possible? The biggest reason is that the purpose for
Tl-le "9CHOO&.." 9E:6AN
the Armageddon was the homeostasis of the self,
TO E:MESR6E: IN THe
rather than the realization of social justice or an ideal
9E:CONDARY RE:AL.ITYworld. They sought an Armageddon not in order to
construct an ideal world, but to construct an ideal
self. The whole of the society was considered from the subjective viewpoint
of the homeostasis of the self. In this sense, Aum Shinrikyo was indeed the
"original world type."
But this original world type spectacularly failed as they tried to manipulate the primary reality. Since then, this original world type died out, and
instead the world type involved only with the secondary reality began to rise.
In other words, the "original world type" retreated to the "world type." In
fact, switching places with the failure of Aum Shinrikyo in 1995, the age of
the world type began with the anime TV series Neon Genesis Evangelion (Shin
seiki evangerion) in the fall of 1995. In a review column on current public discourse (rondan jihyo) for Asahi Shimbun in 1996, I discovered a characteristic
of this work in its strange semantics: while Evangelion raises "the mystery
of the world" and "the personal mystery," it only resolves the personal mystery directly, and the direct resolution of that mystery (without explanation)
leads to the resolution of the mystery of the world. Since around 2002, works
dominated by this kind of semantics are called the "world type.''
In my analysis, after the failure of Aum Shinrikyo, it seemed crazy to
manipulate the primary reality from the viewpoint of the homeostasis of the
self, and as a result, with the decline of "Armageddon" in the primary reality,
the "school'' began to emerge in the secondary reality. Of course, schools exist in the primary reality as well, and everyone has memories of their school
days. And this is why the school is invoked in the secondary reality. Armageddon for Aum Shinrikyo is a delusion set in a "future reality"; the school
for the world type is a delusion set in a "past reality." For both, it is not a
delusion qua delusion: while Armageddon is a delusion grounded in what
will certainly happen in the future, school is a delusion grounded in what has
certainly happened in the past. Delusions must refer to reality primarily in
244
MIYADAI SHINJI
TRANSFORMATION OF SEMANTICS
245
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MIYADAI SHINJI
the battle royale type. 23 This type is represented by such works as Death Note
(Desu noto), the TV drama Joo no kyoshitsu (2005, The queen's classroom),
and the popular manga and TV drama Dragon zakura (2005), that is to say,
stories depicting ruthless dog-eat-dog struggles based on the neoconservative worldview.
Let us r~view the meaning of the "world type," using my own review article from 1997 as a starting point. 24 The world type refers to a group of works,
starting with Neon Genesis Evangelion (or the semantics of such works), in
which the resolution of the "personal mystery" is directly linked to the resolution of the "mystery of the world."
Then how did the world type shift to the battle royale type in such a
short period? What happened to the world type's functions for the homeostasis of the self? These questions have to be asked. It is relatively easy to
answer them. A hint lies in the similarities between Aum Shinrikyo and the
neoconservatives.
As a starting point of our analysis, let us use Uno's definition of the "battle royale type" as a group of works depicting ruthless dog-eat-dog struggles
based on the neoconservative worldview. Needless to say, neoconservatives
are the remains of Trotskyites of the 1960s, who would do "whatever it takes"
for a universal justice, defending a modern society that protects the freedom
of the weak and of minorities. As I have said on many occasions, neoconservatives are strikingly similar to Aum Shinrikyo, in the sense that both would
do whatever it takes for a world.revolution. Both of them give the impression
of being self-centered and simplistic. Probably the reason for this shared impression is that, although they prioritize the order (homeostasis) of the self
over the social order, they ding to the misunderstanding that they are indeed
thinking about the social order. After the failure of Aum Shinrikyo, "reality"
was no longer utilized for the homeostasis of the self, because, using the description above, it became possible to indulge in the fantasy of "the school
that could have been" without the Armageddon that sweeps reality away. But,
for the exact same reason, the neocon fantasies began to multiply.
On the surface, the neocon fantasies of the battle royale type seem like
a regression to Aum-like fantasies. But there is one difference: the keyword
here is justice. The Aum-like fantasy had an Armageddon, but it was weak
in its commitment to justice. Indeed, the homeostasis of the self through
justice characterizes the battle royale type. More abstractly, the dichotomy
of "justice/injustice" is relevant to any game, whether it is real or fictional.
Furthermore, "injustice" is a powerful trap for emotion, capable of offering
shared emotional presuppositions to many, which is why this dichotomy is
TRANSFORMATION OF SEMANTICS
247
effective as a tool for motivation. The battle royale type uses "justice" to supply the homeostasis of the self. The pursuit of justice may seem social, but in
the battle royale type, the activities of pursuing justice become a game for the
homeostasis of the self.
Such a "battle royale" may be found in the activity called dentotsu or totsu
(short for denwa totsugeki or "telephone call attack"), in which individuals
mobilized on the Internet make complaints on the phone, ask for a response,
and then post the recorded reactions online. The first instance of dentotsu
was the "Toshiba complaints incident" in 1999. A recent, famous example of
this is the "Mainichi WaiWai incident," involving the "WaiWai" section of the
Mainichi Daily News. 25 Among my students there are many famous (or infamous?) charismatic totsu artists. I've collected much information from them.
What's interesting about the dentotsu phenomenon is that the asymmetry between "the revolutionizer" and "the revolutionized," which existed in
Aum Shinrikyo, does not exist here. In the world of dentotsu, which is not
unlike bullying at school, the attacker and the attacked can switch roles at
any moment. The Thai film 13 game sayawng (2006, i3: Game of Death) aptly
depicted the fact that such a situation is a natural consequence of Internet
society. 26 This film scrupulously depicts the structure in which the survival
game in the primary reality becomes a reality-based entertainment for acertain group of spectators and game designers on the Internet, which in tum
become a reality-based entertainment for another group of spectators and
game designers-it is a rhizome-like battle royale, so to speak. This film offers an important recognition: such a rhizomic structure invalidates the distinction between "reality" and "fiction." At the same time, with this lack of
distinction between reality and fiction as a precondition or presupposition,
the rhizome-like battle royale spreads. This is a (vicious) cycle: once it starts,
it cannot be easily stopped.
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MIVADAI SHINJI
TRANSFORMATION OF SEMANTICS
249
in this battle have begun to appear on TV as commentators, but their commentary and behavior have been all too mediocre.
How should we understand the gap between the power they had possessed and their weak appearance on TV? This question is a variation of the
question: how do we understand the weight of "reality"? My answer is as follows: it has always been true that someone can be an amazing player in one
game but a mediocre player in another. But in the past, each game was clearly
segregated from others, and a player of one game did not have to play any
other. This fact maintained the stratified order. But these days the barriers
between such games have collapsed, and there arise many situations in which
the hero of one game makes a fool of him- or herself in another. As a result of
this, the stratified order of "reality" collapsed. Nobody is capable of saying, a
priori, which game is more privileged than another.
There are numerous episodes suggesting the situation where a powerful
player in one context ("game") can be an all-too-mediocre one in another. For
example, in Fahrenheit 9/11, a documentary directed by Michael Moore, there
is a scene in which Paul Wolfowitz, the former deputy secretary of defense
and an influential neocon politician, is standing in front of a TV camera.28
That effete, frail, diminutive man combing his hair is "it." Many in the audience must have smiled bitterly.
In the age of the battle royale type, which followed the world type, the
equivalence of reality and fiction is presupposed, and fictionalization of reality (the attitude in which one lives reality as if it were a game) becomes more
prominent. In this age, the stratified order is invalidated in reality itself, as
the ladders are knocked out from under the feet of of "great" figures and
institutions themselves, and as a result the "fictionalization of reality" becomes even easier. The dentotsu artists' Internet expose, which reveals the
shoddy customer support or the internal confusion of major corporations,
only underscores this fact. (The "Mainichi WaiWai incident" is a prime example of this.) In this sense, the proliferation of battle royale and the loss of
the weight of reality are two sides of the same coin.
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MIYAOAI SHINJI
TRANSFORMATION OF SEMANTICS
25J
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MIYADAI SHINJI
:nusic, adult video, erotic magazines, sexual love, sexual services, and prostitution. I call the common denominator of all of these contemporaneous
shifts "the loss of aura." The "loss of aura" is what philosopher Walter Benjamin pointed out as the biggest change brought about in the age of mechanical reproduction. 30 "Aura" originally referred to the divinity that descended
upon the earth i~ the Advent. The loss of aura means that God no longer
descends to earth.
Benjamin used the loss of aura as a metaphor for the following situation: according to Benjamin, sculpture has more aura than painting; painting has more aura than photography; photography has more aura than film;
film has more aura than television. In other words, there is a vivid sense that
it is a substitution for something original-the sense that "in this resides
something authentic that is not here." It is not that the kind of media will
determine the degree of aura directly. The characteristic that it is an expression of something real can be best understood if we consider masturbation.
First, there is masturbation in which one is excited by the real thing. Second,
there is masturbation in which one is excited by a media expression of the
real thing. Finally, there is masturbation that is excited by an expression that
is not an expression of the real thing (such as animation). Aura decreases in
this order, but what is important is that, while some men get excited about
the real thing, presupposing the distinction in the degrees of aura, other men
get excited about the real thing in the flat state without any distinction in
the degree of aura (for example without distinguishing the real thing from
animation).
First of all, allow me to discuss the mode of reception of music. There was
a karaoke boom in 1992, but concomitant to this, the form of the reception
of music changed. In the past, the common mode was immersion, in which
one immerses him- or herself into the "scenes" or "relationality" that the music represents. That changed completely after the karaoke boom. Karaoke is
used as a communication tool for having a good time with people who are
not necessarily friends. It's a repetition of someone singing, followed by applause, then someone else singing, and so on. Self-centered, self-immersed
singing should be avoided, and one is supposed to sing the songs that everyone knows. The suppliers of music, responding to this mode of reception,
began to sell songs that were tied to TV commercials, TV dramas, and motion
pictures, in order to supply songs that everyone knows. In this way, the sense
that music is an expression about something has rapidly diminished. Instead,
new criteria for evaluation were introduced: whether everyone knows it and
whether everyone can have a good time with it. In this sense, music became
TRANSFORMATION OF SEMANTICS
253
a kind of consumer good, like fashion or cosmetics. Such production and consumption of music became typical even before the distribution of music
through the Internet became common.
After music ceased to become a tool of expression, it ceased to become a fashion item as well. On
the supplier side, music became archived, as seen in
the iTunes Music Store; on the consumer side, there was "nebularization"that is to say, the division of the field into isolated island-universes. As a
result, people no longer have to buy CDs and access new songs to keep up
with the latest hits. One could interpret it in this way: this move away from
fashion was triggered by the move away from expression, as music was no
longer required in order to refer to contemporaneous contexts. In this way,
one became able to .search the archive simply in terms of whether certain
songs "feel good or not," irrespective of the context of whether everyone
knows the songs.
Next let us look at the mode of reception of adult videos (i.e., pornography). In 1992 there was a shift from individual titles to titles based on themes
in the world of adult videos. Before this, there were well-known actresses
who would appear in the videos and be paid wages on the order of one million yen per title. But since 1992, as the industry shifted from the rental video
business model to the sales business model, amateurs (hiding their faces with
mosaic patterns on screen) began to appear for less than one hundred thousand yen per title, as if it were a part-time job. In terms of the contents, works
with rich stories became rare and instead most works pinpointed very specific sexual tastes, such as scatology, fetishes (such as schoolgirl uniforms),
and special situations (such as groping on a crowded train). To put it simply, pornography shifted from mass production to small-scale production of
varied titles. This "pinpointing" has accelerated through the proliferation of
adult video on the Internet. This is similar to the situation with music. Concomitant to this was anime-ization of adult videos. In this way, adult videos
are no longer an expression about a certain popular actress or an expression
about a certain story. The users of adult videos no longer get excited about
actresses or stories; they get excited about the fetish images in front of them,
detached from contexts. They no longer have to fast forward the video; the
videos are sold "already fast-forwarded."
Let us turn to erotic magazines. In the world of erotic magazines, there
was a shift from the text-based to the image-based in 1992. Earlier, the main
feature of the erotic magazine was text, as pictures and photographs were
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MIYADAI SHINJI
mostly for the purpose of illustrating the texts. But in new erotic magazines,
the main feature became "gravure" (photographs of swimsuit models) and
illustrations, and the texts were relegated to the captions attached to those
images. In this way, while one used to fantasize about something the text
describes (with the text as a medium), now the reader responds directly to
the visual stimuli of the erotic photographs, erotic illustrations, and erotic
anime. This is.the shift from the text-based to the image-based. The aura resided in the text-based media, because the text was a substitute for the real
thing; but the image-based media are just stimulants.
Finally, let us look at the "burusera" phenomenon in the sex industry. In
burusera shops, high school girls sell their underwear or uniforms to a shop
and the shop in turn sells them to male customers. Starting in 1992 actual
high school girls began to sell real underwear or uniforms. Before that, real
housewives and office ladies (OLs) sold their underwear. I called the phenomenon of many high school girls selling their underwear and uniforms the "burusera" phenomenon. It was I who publicized this phenomenon in Japan, by
writing about it in newspaper columns and magazine articles. Thanks to this
effort, I was given the title of "the burusera sociologist." One year after the
burusera phenomenon, with the "dating club" boom of 1993 to 1996, came the
so-called compensated dating boom. I did fieldwork on this and introduced
it widely.
In these two booms, burusera and compensated dating, I noted the loss
of aura. As I discussed earlier, young men began to be excited by anime or
manga characters just like they are by real high school girls. Anime or manga
were not substitutes for the real thing. Anime, manga, and the real thing were
received almost as equivalents. In Seifuku shojo no sentaku (1994, The choice of
schoolgirls in uniform), I expressed this situation as the "symbolic reception"
of the real thing. As I discussed in detail in this book, the high school girls
themselves flattened rough bumps of reality by using such "signs" as "funny
old man" (henna ojisan) or "cute old man" (kawaii ojisan). In this way, both on
the side of male customers and of high school girls, the flattening of reality or
fictionalization of reality occurs, where "reality" is grasped as an aggregate of
signs. There, signs neither represent reality nor substitute for it. Reality itself
is consumed as signs. Conversely, signs themselves are consumed as "reality."
The aura, or the divinity of reality, in which the "real" exists behind signs, was
rapidly diminishing.
In this way, around 1992 the weight of "reality" began to diminish quite
rapidly. And its weight completely disappeared in 1996, when the method of
regarding reality and fiction as functionally equivalent from the viewpoint of
TRANSFORMATION OF SEMANTICS
255
the homeostasis of the self quickly spread. In this sense, 1992 paved the way
for 1996. As I discussed above, the series of Aum incidents in 1995 was one of
the events that triggered the shift from the Armageddon type to the world
type, but the mass-scale loss of aura in 1992 had provided a precondition or
presupposition necessary for this.
Notes
This essay is based on a lecture given at the University of Michigan, Ann Arbor, on April 1,
2009.
1. [Luhmann discusses this in Social Systems, trans. John Bednarz, Jr., with Dirk
Baecker (Stanford, Calif.: Stanford University Press, 1995), 163. -Trans.]
2. Miyadai Shinji, Ishihara Hideki, and Otsuka Meiko, Sabukaruchaa shinwa kaitai:
Shojo, ongaku, manga, sei no 30 nen to komyunikeeshon no genzai (Dismantling the subculture myth: The present state of communication and thirty years of shojo, music, manga,
and sex) (Tokyo: Parco Shuppan, 1993); revised and expanded as Zoho sabukaruchaa shinwa
kaitai: ShOjo, ongaku, manga, sei no hen'yo to genzai (Dismantling the subculture myth [the
expanded edition]: The changing state and present state of shojo, music, manga, and sex)
(Tokyo: Chikuma Shobo, 2007).
3. [Mita Munesuke (b. 1937) is professor emeritus of sociology at the University
of Tokyo. Mita's discussion of this three-part periodization of postwar Japan has been
translated in Mita Munesuke, "Reality, Dream and Fiction-Japan, 1945," in Social Psychology of Modem Japan, trans. Stephen Suloway, 515-27 (London: Kegan Paul International,
1992). Mita's schema has been quite influential in Japanese critical discourses since the
1990s. Besides Miyadai, Osawa Masachi elaborated on Mita's schema in Kyoko no jidai no
hate (Beyond the age of fiction) (Tokyo: Chikuma Shinsho, 1996), to which Azuma Hiroki
in tum responded in his discussion of the "animal age." See Azuma Hiroki, Otaku: Japan's
Database Animals, trans. Jonathan E. Abel and Shion Kono (Minneapolis: University of
Minnesota Press, 2009), 73-74, 89-90. -Trans.]
4. Tsuji Izumi, "Tetsudo no imiron to 'shonen bunka' no hensen: Nihon shakai no
kindaika to sono kako genzai mirat (The semantics of the railroad and the vicissitudes
of "boy culture": Modernization of Japanese society and its past, present, and future)
(PhD diss., Tokyo Metropolitan University, 2008).
5. See Morikawa Kaichiro, Shuto no tanjo: Moeru toshi Akihabara (Leaming from
Akihabara: The birth of a personapolis) (Tokyo: Gentosha, 2003).
6. See Azuma, Otaku.
7. ["Nanpa kei" in the original. "Nanpa" (lit. "the soft school") originally referred to
young men interested in womanizing but is now more often used as a verb, referring to
the act of "picking up" women or "womanizing." "Kei" is rendered in this translation as
"type" throughout (e.g., "otaku type" and "Shibuya type" for "otaku kei" and "Shibuya kei;
respectively). -Trans.]
8. [In the original, "Akiba kei," with "Akiba" being a shorthand for Akihabara.
-Trans.]
256
IVllYAOAI SHINJI
TRANSFORMATION OF SEMANTICS
257
19. See, for example, Anthony Giddens, The Consequences of Modernity (Cambridge:
Cambridge University Press, 1990).
20. Michel Foucault and Madeleine Chapsal, "Entretien avec Michel Foucault"
(An Interview with Michel Foucault), La Quinzaine Litteraire 15 (May 1966): 14-15. Sartre
responded to this in Jean-Paul Sartre and Bernard Pingaud, "Jean-Paul Sartre repond"
(Sartre Responds), LJ\rc 30 (1966): 87-96.
21. In Fahrenheit 451 (1951), Ray Bradbury describes a scene in which people are
driven to certain consumer behavior through constant messages from a television about
"what one should be." An updated version of Bradbury's vision appears in J. G. Ballard's
Kingdom Come (2006). The protagonist, who is waging an advertising war from a cable
TV studio in a shopping mall, becomes an instigator of shopping mall fascism, and the
violence among agitated people escalates without end. Both of these novels depict a situation in which the (potentially profit-driven) call to recover one's true self can bring about
mass consequences unimaginable even to the author of that call. Ballard's Vermillion Sands
(1971) also depicted the ways in which the system penetrates deeply into people's sensibilities, although Ballard's depiction there is not completely negative.
22. [The Cosmo-Cleaner was named after a device in the anime Space Battleship
Yamato. -Trans.]
23. See Uno Tsunehiro, Zero nendai no sozoryoku (Imagination in the OOs) (Tokyo:
Hayakawa Shobe, 2008). [Uno's argument in the book, summarized here by Miyadai, is
that Japanese popular culture of the 2000s has shifted from the insularity of sekai kei to
the bold, willful motifs of ketsudan shugi (decisivism). The film Battle Royale (2000, Batoru
rowaiyaru) signals this shift for Uno. -Trans.]
24. Miyadai Shinji, "Shinkuroritsu no hikui sei: 'Genjitsu wa omoi' kankaku" (Life
with a low synchronization rate: The sense of "heavy reality"), Asahi shinbun, 26 February
1997, evening edition.
25. [In this incident in 2008 the Mainichi shinbun apologized for years of publishing
unfounded, sexually lurid stories. -Trans.]
26. 13 game sayawng, dir. Chukiat Sakveerakul (2006); released in the United States
as 13: Game of Death, DVD (Weinstein Company, 2008).
27. Murayama Osamu, Tokusatsu kensatsu vs. kin'yli kenryoku (Special investigations
prosecutors vs. financial authority) (Tokyo: Asahi Shimbun Shuppan, 2007).
28. Fahrenheit 9111, dir. Michael Moore, DVD (Sony Pictures, 2004).
29. [The term "social design" appears in katakana in the original. Miyadai's notion of
social design, as one can see in his argument here, is a highly reflexive act peculiar to lateor postmodemity (as opposed to the top-down, rigid planning implied in such terms as
"social planning" or "social engineering"). -Trans.]
30. Walter Benjamin, "The Work of Art in the Age of Mechanical Reproduction," in
Illuminations, ed. Hannah Arendt, trans. Harry Zohn (New York: Harcourt, 1968), 217-51.
258
MIVAOAI SHINJI
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